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	<updated>2026-04-06T13:45:53Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6722</id>
		<title>MODIFY CHAR MOVE STATE</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6722"/>
		<updated>2009-07-06T17:33:16Z</updated>

		<summary type="html">&lt;p&gt;WNeZRoS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can someone explain why is the article drastically changed to WPL?--[[User:Spaceeinstein|Spaceeinstein]] 21:25, 23 July 2009 (UTC)&lt;br /&gt;
:I guess something weird happened with the wiki database so the content of some articles were messed. Reverted to last edit of myself anyway. &amp;lt;span style=&amp;quot;font-family:Courier New&amp;quot;&amp;gt;'''{{#if:Seemann|[[User:Seemann|Seemann]]}}&amp;lt;sup&amp;gt;[[Special:Contributions/Seemann|?]][[User_talk:Seemann|!]]&amp;lt;/sup&amp;gt;'''&amp;lt;/span&amp;gt; 13:31, 25 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
this happened after i edited and updated the wpl entries last week, no idea why --[[User_talk:|Gforce ..... 14:11 27 July 2009!]]&lt;/div&gt;</summary>
		<author><name>WNeZRoS</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6721</id>
		<title>MODIFY CHAR MOVE STATE</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6721"/>
		<updated>2009-07-06T17:33:08Z</updated>

		<summary type="html">&lt;p&gt;WNeZRoS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can someone explain why is the article drastically changed to WPL?--[[User:Spaceeinstein|Spaceeinstein]] 21:25, 23 July 2009 (UTC)&lt;br /&gt;
:I guess something weird happened with the wiki database so the content of some articles were messed. Reverted to last edit of myself anyway. &amp;lt;span style=&amp;quot;font-family:Courier New&amp;quot;&amp;gt;'''{{#if:Seemann|[[User:Seemann|Seemann]]}}&amp;lt;sup&amp;gt;[[Special:Contributions/Seemann|?]][[User_talk:Seemann|!]]&amp;lt;/sup&amp;gt;'''&amp;lt;/span&amp;gt; 13:31, 25 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
this happened after i edited and updated the wpl entries last week, no idea why --[[User_talk:Gforce ..... 14:11 27 July 2009|!]]&lt;/div&gt;</summary>
		<author><name>WNeZRoS</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6720</id>
		<title>MODIFY CHAR MOVE STATE</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6720"/>
		<updated>2009-07-06T17:32:56Z</updated>

		<summary type="html">&lt;p&gt;WNeZRoS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can someone explain why is the article drastically changed to WPL?--[[User:Spaceeinstein|Spaceeinstein]] 21:25, 23 July 2009 (UTC)&lt;br /&gt;
:I guess something weird happened with the wiki database so the content of some articles were messed. Reverted to last edit of myself anyway. &amp;lt;span style=&amp;quot;font-family:Courier New&amp;quot;&amp;gt;'''{{#if:Seemann|[[User:Seemann|Seemann]]}}&amp;lt;sup&amp;gt;[[Special:Contributions/Seemann|?]][[User_talk:Seemann|!]]&amp;lt;/sup&amp;gt;'''&amp;lt;/span&amp;gt; 13:31, 25 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
this happened after i edited and updated the wpl entries last week, no idea why [[User_talk:Gforce|!]]&lt;/div&gt;</summary>
		<author><name>WNeZRoS</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6719</id>
		<title>MODIFY CHAR MOVE STATE</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6719"/>
		<updated>2009-07-06T17:32:44Z</updated>

		<summary type="html">&lt;p&gt;WNeZRoS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a special category including articles about [[:Category:Tools|tools]] that are not updated for a long time.&lt;/div&gt;</summary>
		<author><name>WNeZRoS</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6718</id>
		<title>MODIFY CHAR MOVE STATE</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6718"/>
		<updated>2009-07-06T17:32:28Z</updated>

		<summary type="html">&lt;p&gt;WNeZRoS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can someone explain why is the article drastically changed to WPL?--[[User:Spaceeinstein|Spaceeinstein]] 21:25, 23 July 2009 (UTC)&lt;br /&gt;
:I guess something weird happened with the wiki database so the content of some articles were messed. Reverted to last edit of myself anyway. &amp;lt;span style=&amp;quot;font-family:Courier New&amp;quot;&amp;gt;'''{{#if:Seemann|[[User:Seemann|Seemann]]}}&amp;lt;sup&amp;gt;[[Special:Contributions/Seemann|?]][[User_talk:Seemann|!]]&amp;lt;/sup&amp;gt;'''&amp;lt;/span&amp;gt; 13:31, 25 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>WNeZRoS</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6717</id>
		<title>MODIFY CHAR MOVE STATE</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6717"/>
		<updated>2009-07-06T17:32:13Z</updated>

		<summary type="html">&lt;p&gt;WNeZRoS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Binary [[IPL|item placement]]''' files are only present in [[San Andreas]] and can be only opened or edited using a special editor. Binary item placement files are also present in [[GTA IV]], where they are called [[WPL]] files and have another format.&lt;br /&gt;
&lt;br /&gt;
== File Format ==&lt;br /&gt;
&lt;br /&gt;
Each binary item placement file starts with a 4 byte identifier, followed by a short header which contains the number of instances in a block. All in all a binary ipl file has the same format as an uncompiled one, just with the difference that the information is stored binary instead as plain text.&lt;br /&gt;
&lt;br /&gt;
 4b  - CHAR[4]   - always 'bnry'&lt;br /&gt;
 4b  - INT32     - number of item instances&lt;br /&gt;
 4b  - INT32     - number of unknown 1&lt;br /&gt;
 4b  - INT32     - number of unknown 2&lt;br /&gt;
 4b  - INT32     - number of unknown 3&lt;br /&gt;
 4b  - INT32     - number of parked cars&lt;br /&gt;
 4b  - INT32     - number of unknown 4&lt;br /&gt;
 4b  - INT32     - offset of item instances (should be 76)&lt;br /&gt;
 4b  - INT32     - unused size (always 0)&lt;br /&gt;
 4b  - INT32     - offset of unknown 1&lt;br /&gt;
 4b  - INT32     - unused size (always 0)&lt;br /&gt;
 4b  - INT32     - offset of unknown 2&lt;br /&gt;
 4b  - INT32     - unused size (always 0)&lt;br /&gt;
 4b  - INT32     - offset of unknown 3&lt;br /&gt;
 4b  - INT32     - unused size (always 0)&lt;br /&gt;
 4b  - INT32     - offset of parked cars&lt;br /&gt;
 4b  - INT32     - unused size (always 0)&lt;br /&gt;
 4b  - INT32     - offset of unknown 4&lt;br /&gt;
 4b  - INT32     - unused size (always 0)&lt;br /&gt;
&lt;br /&gt;
However there are only [[INST]] and [[CARS]] sections are used in binary IPL's, so the rest of the format is unknown.&lt;br /&gt;
&lt;br /&gt;
The header is followed by the arrays of the objects. INST arrays do have a size of '''40 bytes''' per structure, and cars got '''48 bytes'''.&lt;br /&gt;
&lt;br /&gt;
===INST Structure===&lt;br /&gt;
&lt;br /&gt;
 4b  - FLOAT    - PosX&lt;br /&gt;
 4b  - FLOAT    - PosY&lt;br /&gt;
 4b  - FLOAT    - PosZ&lt;br /&gt;
 4b  - FLOAT    - RotX&lt;br /&gt;
 4b  - FLOAT    - RotY&lt;br /&gt;
 4b  - FLOAT    - RotZ&lt;br /&gt;
 4b  - FLOAT    - RotW&lt;br /&gt;
 4b  - INT32    - Object ID&lt;br /&gt;
 4b  - UINT32   - [[IDE#Object_Flags|Flags]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Are those flags realy IDE flags? This appears very strange, so you can assign different flags to one item, which goes against the internal core rule, that flags are controlled by the IDE pool and applied to the rendering engine using the object id... straaaange ^^ - Got to check this! --&amp;gt;&lt;br /&gt;
''Rotation information as [[Wikipedia:Quarternion|Quarternion]]''&lt;br /&gt;
&lt;br /&gt;
===CARS Structure===&lt;br /&gt;
&lt;br /&gt;
 4b  - FLOAT    - PosX&lt;br /&gt;
 4b  - FLOAT    - PosY&lt;br /&gt;
 4b  - FLOAT    - PosZ&lt;br /&gt;
 4b  - FLOAT    - Angle (Around Z-Axis)&lt;br /&gt;
 4b  - INT32    - Object ID&lt;br /&gt;
 28b - INT32[7] - Unknown flags (See [[Item_Placement#CARS|IPL file specification]])&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
* [http://www.gta.ocram-net.de/index_all.php?downloadsa=11 Binary (De-)Compiler] - by {{U|ocram88}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[INST]]&lt;br /&gt;
* [[CARS (IPL Section)]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* {{GTAF|202532|IPL documentation}} &amp;amp;ndash; by {{U|spaceeinstein}}&lt;br /&gt;
* [http://people.freenet.de/steve-m/binipl.rar Binary IPL's decompiled] - by {{U|steve-m}}&lt;br /&gt;
&lt;br /&gt;
{{file-stub}}&lt;br /&gt;
{{SA-navi}}&lt;br /&gt;
[[Category:Map_Formats]]&lt;/div&gt;</summary>
		<author><name>WNeZRoS</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6716</id>
		<title>MODIFY CHAR MOVE STATE</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6716"/>
		<updated>2009-07-06T17:31:54Z</updated>

		<summary type="html">&lt;p&gt;WNeZRoS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can someone explain why is the article drastically changed to WPL?--[[User:Spaceeinstein|Spaceeinstein]] 21:25, 23 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>WNeZRoS</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6715</id>
		<title>MODIFY CHAR MOVE STATE</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6715"/>
		<updated>2009-07-06T17:31:44Z</updated>

		<summary type="html">&lt;p&gt;WNeZRoS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup-rewrite}}&lt;br /&gt;
&lt;br /&gt;
'''Item definition''' files, known by the extension '''.ide''', are usually used to assign a model and texture file to a unique object ID, along with many parameters depending on the section. These files are in human readable text format, and allow the # character to comment lines out. IDE files can easily be opened and edited using any text-editing program like [[Wikipedia:Notepad|Notepad]].&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
The .ide files are split up into many sections. How many of them you use in your file is optional, they can even be empty. Each section starts with a section identifier and ends with the keyword &amp;quot;end&amp;quot;, both in a single line.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 objs&lt;br /&gt;
 ...&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
===OBJS===&lt;br /&gt;
'''Static Map Objects''', used to define standard map objects.&lt;br /&gt;
&lt;br /&gt;
''GTA III, VC and SA format''&lt;br /&gt;
 ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags&lt;br /&gt;
;ID: unique object ID (integer)&lt;br /&gt;
;ModelName: name of the .dff [[model file]], without extension (string)&lt;br /&gt;
;TextureName: name of the .txd [[texture dictionary]], without extension (string)&lt;br /&gt;
;ObjectCount: amount of sub objects, e.g. damaged parts, usually 1 (integer) - '''''optional for SA, default 1'''''&lt;br /&gt;
;DrawDist: [[draw distance]] in [[unit]]s, one for each sub object (float)&lt;br /&gt;
;Flags: object flags, defining special behavior, default 0 (integer)&lt;br /&gt;
&lt;br /&gt;
''GTA IV format''&lt;br /&gt;
&lt;br /&gt;
 ModelName, TextureName, DrawDistance, Flag1, Flag2, (Bounds min)X, Y, Z, (Bounds max)X, Y, Z, (Bounds Rotation)X, Y, Z, W, WDD&lt;br /&gt;
&lt;br /&gt;
Note that GTA IV does not use any unique object ID numbers&lt;br /&gt;
&lt;br /&gt;
;ModelName: name of the .wdr [[model file]], without extension (string)&lt;br /&gt;
;TextureName: name of the .wtd [[texture dictionary]], without extension (string)&lt;br /&gt;
;DrawDistance: [[draw distance]] in [[unit]]s, one for each sub object (float)&lt;br /&gt;
;Flag1: object flag, defining special behavior&lt;br /&gt;
;Flag2: object flag, defining special behavior, default 0 (integer)&lt;br /&gt;
;Bounds Min: Lower Left vertex of a model bounding box&lt;br /&gt;
;Bounds Max: Upper Right vertex of a model bounding box&lt;br /&gt;
;Bounds Rotation: Rotation of the bounding box in [[Wikipedia:Quarternion|Quarternion]] values&lt;br /&gt;
;WDD: the model dictionary file that contains the LOD model for the defined Modelname&lt;br /&gt;
&lt;br /&gt;
====Object Flags====&lt;br /&gt;
Object Flags in SA are text formatted UInt32-Values (Like nearly all other Flags).&lt;br /&gt;
To understand them better you have to calculate them to binary numbers. Then You will get the Bitsets of the Flags.&lt;br /&gt;
1 means Enabled, 0 disabled.&lt;br /&gt;
&lt;br /&gt;
List of all known flags for San Andreas:&lt;br /&gt;
&lt;br /&gt;
 0000000000000000000000000000001 = 1 - Wet Effect&lt;br /&gt;
 0000000000000000000000000000010 = 2 - Time Object Night Flag&lt;br /&gt;
 0000000000000000000000000000100 = 4 - ALPHA Transparency 1&lt;br /&gt;
 0000000000000000000000000001000 = 8 - ALPHA Transparency 2 *&lt;br /&gt;
 0000000000000000000000000010000 = 16 - Time Object Day Flag&lt;br /&gt;
 0000000000000000000000000100000 = 32 - Interior-Object **&lt;br /&gt;
 0000000000000000000000001000000 = 64 - Disable Shadow Mesh (?)&lt;br /&gt;
 0000000000000000000000010000000 = 128 - Disables Collision Mesh (?)&lt;br /&gt;
 0000000000000000000000100000000 = 256 - Disable Draw Distance (?)&lt;br /&gt;
 0000000000000000000001000000000 = 512 - Breakable Glass **&lt;br /&gt;
 0000000000000000000010000000000 = 1024 - Breakable Glass with crack **&lt;br /&gt;
 0000000000000000000100000000000 = 2048 - Garage door ** &lt;br /&gt;
 0000000000000000001000000000000 = 4096 - 2-Clump-Object ** (Switches from Clump 2 to 1 after Collision)&lt;br /&gt;
 0000000000000000010000000000000 = 8192 - Small Vegetation. Object sways in strong wind  (?)&lt;br /&gt;
 0000000000000000100000000000000 = 16384 - Standard Vegetation **  (Palms in Hotels, etc.) (?)&lt;br /&gt;
 0000000000000001000000000000000 = 32768 - Use timecycle PoleShadow flag&lt;br /&gt;
 0000000000000010000000000000000 = 65536 - Explosive-Flag **&lt;br /&gt;
 0000000000000100000000000000000 = 131072 - UNKNOWN (Seems to be an SCM Flag) (?)&lt;br /&gt;
 0000000000001000000000000000000 = 262144 - UNKNOWN (1 Object in Jizzy`s Club) (?)&lt;br /&gt;
 0000000000010000000000000000000 = 524288 - UNKNOWN (?)&lt;br /&gt;
 0000000000100000000000000000000 = 1048576 - Graffiti Flag &lt;br /&gt;
 0000000001000000000000000000000 = 2097152 - No backface culling &lt;br /&gt;
 0000000010000000000000000000000 = 4194304 - UNKNOWN (Parts of a statue in Atrium) (?) &lt;br /&gt;
 ...&lt;br /&gt;
 1000000000000000000000000000000 = 1073741824 - Unknown&lt;br /&gt;
----------------&lt;br /&gt;
 * If there's no Interior the Texture behind the object changes to black (=&amp;gt; IPL | Interior-value)&lt;br /&gt;
 ** Objects needs to be activated using Object.dat&lt;br /&gt;
 (?) Not 100 % known&lt;br /&gt;
 ... All Flags in a special interval are unknown&lt;br /&gt;
&lt;br /&gt;
To connect different flags you have to add the bit which belongs to the flag. Its the same as adding one value to another.. &lt;br /&gt;
&lt;br /&gt;
 01 + 10 = 11&lt;br /&gt;
 1  +  2 = 3&lt;br /&gt;
&lt;br /&gt;
===TOBJ===&lt;br /&gt;
'''Timed Map Objects''', used to define map objects which are only visible during a special time of the day.&lt;br /&gt;
&lt;br /&gt;
''GTA III, VC and SA format:''&lt;br /&gt;
 ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags, TimeOn, TimeOff&lt;br /&gt;
;ID, ModelName, TextureName, ObjectCount, DrawDist, Flags: same as for the OBJS section&lt;br /&gt;
;TimeOn: activation time in hours (integer)&lt;br /&gt;
;TimeOff: deactivation time in hours (integer)&lt;br /&gt;
&lt;br /&gt;
''GTA IV format''&lt;br /&gt;
&lt;br /&gt;
 ModelName, TextureName, DrawDist, Flag1, Flag2, (Bounds min)X,Y,Z, (Bounds max)X,Y,Z, (Bounds Rotation)X,Y,Z,W, WDD, NightFlag&lt;br /&gt;
&lt;br /&gt;
;ModelName, TextureName, DrawDistance, Flags, Bounds min, Bounds max, Bounds Rotation, WDD: same as for the OBJS section&lt;br /&gt;
&lt;br /&gt;
;NightFlag: assumed to be hardcoded time flags&lt;br /&gt;
&lt;br /&gt;
===ANIM===&lt;br /&gt;
'''Animated Map Objects''', used to define objects whose sub objects are animated. Note: There must be animation frames for each sub object, also the collision model remains static - no solid animations.&lt;br /&gt;
&lt;br /&gt;
''GTA SA only:''&lt;br /&gt;
 ID, ModelName, TextureName, AnimName, DrawDist, Flags&lt;br /&gt;
;ID, ModelName, TextureName, DrawDist, Flags: same as for the OBJS section&lt;br /&gt;
;AnimName: name of the [[IFP|animation archive]], without extension (string)&lt;br /&gt;
&lt;br /&gt;
''GTA IV format''&lt;br /&gt;
&lt;br /&gt;
 ModelName, TextureName, Wad, DrawDist, Flag1, Flag2, (Bounds min)X,Y,Z, (Bounds max)X,Y,Z, (Bounds Rotation)X,Y,Z,W, WDD&lt;br /&gt;
&lt;br /&gt;
;ModelName, TextureName, DrawDistance, Flags, Bounds min, Bounds max, Bounds Rotation, WDD: same as for the OBJS section&lt;br /&gt;
&lt;br /&gt;
;Wad: name of the (.wad) animation archive, without extension (string)&lt;br /&gt;
&lt;br /&gt;
===PEDS===&lt;br /&gt;
''GTA III and VC format:''&lt;br /&gt;
 ID, ModelName, TextureName, Threat, Behavior, AnimationType, ?, StartAnimation?, ?, ?&lt;br /&gt;
;Threat: running over and shooting other peds&lt;br /&gt;
;Behavior: angry/hateful/thrilled&lt;br /&gt;
;AnimationType: being drunk like walk&lt;br /&gt;
&lt;br /&gt;
===WEAP===&lt;br /&gt;
''GTA III and VC format:''&lt;br /&gt;
 ID, ModelName, TextureName, Animation, ?, DrawDistance, ?&lt;br /&gt;
;Animation: From ped.ifp, animation used to wield and shoot the weapon&lt;br /&gt;
&lt;br /&gt;
===CARS===&lt;br /&gt;
''GTA III and VC format:''&lt;br /&gt;
 ID, ModelName, TextureName, Type, HandlingID, GXTEntry, PedDrivingAnimation, Class, Frequency, Level, &lt;br /&gt;
 SpecificType, WheelID, WheelSize&lt;br /&gt;
&lt;br /&gt;
;HandlingID: From handling.cfg&lt;br /&gt;
;PedDrivingAnimation: From ped.ifp, type of animation to enter, exit, drive, and drive-by from a vehicle&lt;br /&gt;
;WheelID: not available for type &amp;quot;boat&amp;quot;&lt;br /&gt;
;WheelSize: not available for type &amp;quot;boat&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''SA Format comming soon''&lt;br /&gt;
&lt;br /&gt;
===HIER===&lt;br /&gt;
&lt;br /&gt;
''SA Format only''&lt;br /&gt;
&lt;br /&gt;
This is (e.g.) used in default.ide in the 'data\'-folder&lt;br /&gt;
Normal structure is like this:&lt;br /&gt;
&lt;br /&gt;
  ID, model, texture, null, float (normally 2000.00)&lt;br /&gt;
&lt;br /&gt;
The meaning of these lines isn't known yet, but it seems to be a kind of bodyparts for the player.&lt;br /&gt;
&lt;br /&gt;
===TXDP===&lt;br /&gt;
;Texture Archive Parent&lt;br /&gt;
''SA and GTA 4 format''&lt;br /&gt;
 TextureName, TextureParentName&lt;br /&gt;
Both parameters are names of texture archives (&amp;lt;code&amp;gt;.txd&amp;lt;/code&amp;gt;). The second archive (the &amp;quot;parent&amp;quot;) virtually extends the first one. Practically, the game looks up a texture in the primary archive, and if it's not there and a parent txd has been assigned, it checks for the texture in the parent archive. This way shared archives can be created, which contain often used textures, without the need to create duplicates or split up a model just for that purpose.&lt;br /&gt;
&lt;br /&gt;
===2DFX===&lt;br /&gt;
'''Particle and Environment Effects'''&lt;br /&gt;
&lt;br /&gt;
''GTA III and VC format''&lt;br /&gt;
 ID, X, Y, Z, R, G, B, U, Type, ...&lt;br /&gt;
;ID: ID of the object it's assigned to (integer)&lt;br /&gt;
;X, Y, Z: position of the effect, relative to the object (3 floats)&lt;br /&gt;
;R, G, B: color of the effect, if available (3 integers, 0 - 255)&lt;br /&gt;
;U: unknown color component, always 200 (integer)&lt;br /&gt;
;Type: specifies the type of effect&lt;br /&gt;
&lt;br /&gt;
====Effect #0: Light====&lt;br /&gt;
Coming soon.&lt;br /&gt;
&lt;br /&gt;
====Effect #1: ...====&lt;br /&gt;
Coming soon.&lt;br /&gt;
&lt;br /&gt;
Please note that the 2dfx Section is moved to the DFF Files by using R*'s custom section IDs in SA!&lt;br /&gt;
&lt;br /&gt;
===PATH===&lt;br /&gt;
'''Ped and Car Paths''', defines paths relative to the objects. Only used in ''GTA III'', quite complicated format and hardly usable without a editing program (such as [[Ked]]).&lt;br /&gt;
&lt;br /&gt;
===TREE===&lt;br /&gt;
''GTA4 only''&lt;br /&gt;
&lt;br /&gt;
===TANM===&lt;br /&gt;
''GTA4 only''&lt;br /&gt;
&lt;br /&gt;
===MLO===&lt;br /&gt;
''GTA4 only''&lt;br /&gt;
&lt;br /&gt;
===AMAT===&lt;br /&gt;
''GTA4 only''&lt;br /&gt;
&lt;br /&gt;
 Modelname, Flag1, Flag2&lt;br /&gt;
&lt;br /&gt;
==procobj.ide==&lt;br /&gt;
&lt;br /&gt;
===OBJS===&lt;br /&gt;
&lt;br /&gt;
''GTA IV format''&lt;br /&gt;
&lt;br /&gt;
 ModelName, TextureName, DrawDistance, Flag1, Flag2, (Bounds min)X, Y, Z, (Bounds max)X, Y, Z, (Bounds Rotation)X, Y, Z, W, WDD&lt;br /&gt;
&lt;br /&gt;
;ModelName: name of the .wdr [[model file]], without extension (string)&lt;br /&gt;
;TextureName: set to 'null' by default in procobj.ide&lt;br /&gt;
;DrawDistance: [[draw distance]] in [[unit]]s, one for each sub object (float)&lt;br /&gt;
;Flag1: object flag, defining special behavior&lt;br /&gt;
;Flag2: object flag, defining special behavior, default 0 (integer)&lt;br /&gt;
;Bounds Min: Lower Left vertex of a model bounding box&lt;br /&gt;
;Bounds Max: Upper Right vertex of a model bounding box&lt;br /&gt;
;Bounds Rotation: Rotation of the bounding box in [[Wikipedia:Quarternion|Quarternion]] values&lt;br /&gt;
;WDD: set to 'null' by default in procobj.ide&lt;br /&gt;
&lt;br /&gt;
==Tools==&lt;br /&gt;
* {{GTAG|4817|IDEditor}} - By {{U|Xmen}}&lt;br /&gt;
* {{GTAF|402942|(IV) Ide-IO in GTA-IV script centre }} - by {{U|Gforce}}&lt;br /&gt;
* [http://www.aschratt.com/fileview.php?file=1004 FlagValue Calculator] - By {{U|Aschratt}} - Calculates all Flagvalues (even those unknown)&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* {{GTAF|102833|GTAVC IDE Definitions}} - topic by {{U|ODIE}} covering specific details of IDE files in GTA VC&lt;br /&gt;
* {{GTAF|118193|GTA3/VC Map File Documentation and Troubleshooting}} - topic by {{U|Opius}} covering general features of IDE files in GTA3 and GTA VC&lt;br /&gt;
* {{GTAF|93990|Paths Documentation for SA, VC and GTA3}} - topic by {{U|REspawn}} detailing GTA3's paths&lt;br /&gt;
* [http://gta-worldmods.t-n-network.de/forum/thread.php?threadid=3382 ID Flagvalue Decoding Project] - project to decode all missing flag values&lt;br /&gt;
&lt;br /&gt;
{{GTA4-navi}}&lt;br /&gt;
{{SA-navi}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Formats]][[Category:GTA 3]][[Category:GTA VC]][[Category:GTA SA]][[Category:GTA 4]]&lt;/div&gt;</summary>
		<author><name>WNeZRoS</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6714</id>
		<title>MODIFY CHAR MOVE STATE</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6714"/>
		<updated>2009-07-06T17:30:24Z</updated>

		<summary type="html">&lt;p&gt;WNeZRoS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''DAT''' is the extension used for the data files of GTA 3D series games. They are commonly text files (although there are binary ones) and have different structures.&lt;br /&gt;
&lt;br /&gt;
== List of data files ==&lt;br /&gt;
&amp;lt;!--- Perhaps we should sort this alphabetically ---&amp;gt;&lt;br /&gt;
{|{{Prettytable}} width=&amp;quot;100%&amp;quot; class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
!width=&amp;quot;64px&amp;quot;| Game&lt;br /&gt;
!width=&amp;quot;160px&amp;quot;|File&lt;br /&gt;
!Description&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon}}{{Ref|1}}||[[animviewer.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon}}||[[carcols.dat]]||''Contains information about vehicle colors''||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon}}||[[default.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon}}||[[fonts.dat]]||''Contains information about the fonts used in the game''||''The fonts are split up into sprites. Fonts themselfes are located in the '' &amp;lt;code&amp;gt;...\models\fonts.txd&amp;lt;/code&amp;gt; '' texture dictionary.'' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon}}||[[gta.dat]]||''General map listing file''||''called'' &amp;lt;code&amp;gt;gta3.dat&amp;lt;/code&amp;gt; ''for [[GTA 3]] and'' &amp;lt;code&amp;gt;gta-vc.dat&amp;lt;/code&amp;gt; ''for [[Vice City]]''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon}}||[[object.dat]]||''Defines additional object information for dynamic objects''||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon}}||[[ped.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon}}||[[pedgrp.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon}}||[[timecyc.dat]],&amp;lt;br&amp;gt;[[timecyc.dat|timecycp.dat]]&amp;amp;nbsp;(SA)||''Controls the weather and the game's appearance''||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon}}||[[water.dat]]&amp;amp;nbsp;(all),&amp;lt;br&amp;gt;[[water.dat|water1.dat]]&amp;amp;nbsp;(SA),&amp;lt;br&amp;gt;[[waterpro.dat]]&amp;amp;nbsp;(GTA 3 &amp;amp; VC)||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon}}||[[weapon.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|3}} {{Icon|VC}} {{Icon|SA}}||[[pedstats.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|3}} {{Icon|VC}} {{Icon|SA}}||[[surface.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|3}} {{Icon|VC}}||[[cullzone.dat]],&amp;lt;br&amp;gt;[[cullzoneempty.dat]]&amp;amp;nbsp;(VC)||||''binary files''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|3}} {{Icon|VC}}||[[fistfite.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|3}} {{Icon|VC}}||[[flight.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|3}} {{Icon|SA}} {{Icon|4}}||[[tracks.dat|tracks*.dat]]||||''located in the'' &amp;lt;code&amp;gt;..data\paths&amp;lt;/code&amp;gt; ''directory''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|3}}||[[chase.dat|chase*.dat]]||||''binary files located in the'' &amp;lt;code&amp;gt;..data\paths&amp;lt;/code&amp;gt; ''directory''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|3}} ||[[train.dat]], [[train.dat|train2.dat]]||||''still present in [[Vice City]] but unused''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|VC}}||[[map.dat|map*.dat]]||||''located in the'' &amp;lt;code&amp;gt;..data\maps&amp;lt;/code&amp;gt; ''directory''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|VC}}||[[Scripted Path|spath.dat]], [[Scripted Path|spath0.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[Cutscene#The_DAT-File|cutscenes data]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[animgrp.dat]], [[animgrp.dat|animgrp1.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[ar_stats.dat]]||||''still present in [[GTA 4]] but unused?''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[cargrp.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[clothes.dat]]||||''still present in [[GTA 4]] but unused?''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[furnitur.dat]]||||''still present in [[GTA 4]] but unused?''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[gridref.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[gta.dat|gta_quick.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[melee.dat]]||||''still present in [[GTA 4]] but unused?''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[numplate.dat]]||||''still present in [[GTA 4]] but unused?''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[plants.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[polydensity.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[popcycle.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[procobj.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[shopping.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[statdisp.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[surfaud.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}}||[[surfinfo.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|SA}} {{Icon|4}}||[[carmods.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[ambient.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[bloodFx.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[cj_gta.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[credits.dat|credits*.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[distantlights.dat]]||||''binary file''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[entityFx.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[explosionFx.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[FemalePlayerSettings.dat]], [[MalePlayerSettings.dat]]||''Contains info necessary to render the multiplayer player''||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[frontend.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[hud.dat]]||''Contains inital display settings for each HUD component''||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[hudcolor.dat]]||''Contains RGB colour values that the game uses''||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[loadingscreens.dat|loadingscreens*.dat]]||''Contains the animation of static loading screen images''||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[materialFx.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[materials.dat]]||||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[meleeAnims.dat]]||''Specifies all anims available to the melee system''||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[moveblend.dat]]||''Contains some parameters for blended ped animation''||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[nav.dat]]||''This file is read in to initialise the &amp;quot;CPathServer&amp;quot; pathfinding class''||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[navprecalc.dat]]||||''binary file''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[networktest.dat]]||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[pedpersonality.dat]]||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[pedpopulation.dat]]||||''binary file''&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[pedProps.dat]]||&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|{{Icon|4}}||[[scenarios.dat]]||||&lt;br /&gt;
|}&lt;br /&gt;
{{Note|1}} The {{Icon}} icon marks the files that are present in every game of GTA 3D series (GTA 3, GTA VC, GTA SA and GTA IV).&lt;br /&gt;
{{Incomplete}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Data Files (San Andreas)]] &amp;amp;ndash; description for common data files of [[San Andreas]]&lt;br /&gt;
* {{Icon|SA}} [[Paths (GTA SA)|nodes*.dat]]&lt;br /&gt;
&lt;br /&gt;
== External Link ==&lt;br /&gt;
* {{GTAF|380874|Documenting GTA IV Data files}}&lt;br /&gt;
* {{GTAF|402942|(IV) Dat-Path-IO in GTA-IV script centre }} - by {{U|Gforce}}&lt;br /&gt;
{{GTA4-navi|state=autocollapse}}&lt;br /&gt;
{{SA-navi|state=autocollapse}}&lt;br /&gt;
[[Category:GTA 3]][[Category:GTA VC]]&lt;/div&gt;</summary>
		<author><name>WNeZRoS</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6713</id>
		<title>MODIFY CHAR MOVE STATE</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6713"/>
		<updated>2009-07-06T17:30:04Z</updated>

		<summary type="html">&lt;p&gt;WNeZRoS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup-rewrite}}&lt;br /&gt;
{{IplSection&lt;br /&gt;
| name        = OCCL&lt;br /&gt;
| game        = [[GTA VC]], [[GTA SA]], [[GTA IV]]&lt;br /&gt;
| description = Creates zones for separated rendering&lt;br /&gt;
}}&lt;br /&gt;
'''Occlusion''' is a feature in Vice City and San Andreas that helps make the game run smoother in certain parts of the map. The occlusions are created using invisible boxes. These boxes disable models that are behind the boxes from rendering. This feature is not really effective and Rockstar did not use this feature efficiently. There are not much improvements on occlusions in San Andreas compared to Vice City. Deleting all entries in the occlu section does not have any major effects on the game.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
Occlusions are controlled by the &amp;lt;code&amp;gt;occl&amp;lt;/code&amp;gt; section of the [[IPL]] files. Rockstar created the occlusions through the &amp;lt;code&amp;gt;occlu.ipl&amp;lt;/code&amp;gt; in Vice City and the &amp;lt;code&amp;gt;occlu.ipl&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;occluint.ipl&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;occluLA.ipl&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;occlusf.ipl&amp;lt;/code&amp;gt;, and the &amp;lt;code&amp;gt;occluveg.ipl&amp;lt;/code&amp;gt; in San Andreas. You can open these files using Microsoft Notepad. You do not need to use these files to create your own occlusions as long as the entry is in a defined IPL file.&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
''Section identifier:''&lt;br /&gt;
 occl&lt;br /&gt;
 ...&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
''Format of the occlu section of the IPL file:''&lt;br /&gt;
 mid x, mid y, bottom height z, width x, width y, height from bottom height to top, rotation&lt;br /&gt;
*'''mid x, mid y:''' The middle of the occlusion box in X and Y coordinates.&lt;br /&gt;
*'''bottom height z:''' The bottom Z coordinate of the occlusion box.&lt;br /&gt;
*'''width x, width y:''' The width of the occlusion box in units.&lt;br /&gt;
*'''height from bottom height to top:''' The difference in height from the top of the occlusion box to the bottom.&lt;br /&gt;
*'''rotation:''' The rotation of the occlusion box in angles.&lt;br /&gt;
&lt;br /&gt;
==Viewing It==&lt;br /&gt;
Vice City's occlusions can only be viewed through [[KEd]]. KEd sees occlusion boxes as green, transparent boxes with a small triangular hole in the 3D View. KEd does not support editing the occlusions through the program so you have to create the boxes yourself.&lt;br /&gt;
&lt;br /&gt;
For San Andreas you can use {{U|Deniska}}'s script pack {{ref|1}} that contains an small tool to import and export the occlusion section of the [[IPL]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Occlusion.png|center|frame|Occlusion boxes in KEd]]&lt;br /&gt;
&lt;br /&gt;
==Creating It==&lt;br /&gt;
The following way to make occlusion boxes is practiced by [[User:spaceeinstein|spaceeinstein]]. First find a building that you want to make occlusion boxes and align it to the X- and Y-axis. Get the coordinates of the lower left corner of the building and the upper right corner of the building. The coordinates for the lower left and upper right corner of the building can be inputted as X1, Y1, and Z1, and X2, Y1, and Z2, respectively, into the occlusion tool. If you are not bothered to get the lower Z coordinate of the box, you can input any number that is lower than the foundation of your building. Making the boxes with angles is pretty tough to do and probably needs some trial and error to fit it into the building.&lt;br /&gt;
&lt;br /&gt;
Using {{U|Deniska}}'s script {{ref|1}} you need only to create a box, press the Export button on the script and paste the line from the MAXScript listener to the [[IPL]] section.&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
If you delete the buildings in Vice City or San Andreas without deleting the occlusions, you would see pop ups behind the occlusions. These occlusions had created problems for a few modifications, most notably in the Liberty City modification. In the Liberty City mod, the team experienced unexpected pop ups caused by the occlusion boxes. These boxes are loading and unloading the models behind boxes where Vice City's buildings used to be at. Someone realized that the &amp;lt;code&amp;gt;occlu.ipl&amp;lt;/code&amp;gt; was the problem and deleted every line in that file. The pop ups disappeared.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* {{note|1}} {{GTAF|277798|Script pack for 3ds Max}} &amp;amp;ndash; by {{U|Deniska}}&lt;br /&gt;
* {{GTAF|402942|(SA and IV) Occlu-IO in GTA-IV script centre }} - by {{U|Gforce}}&lt;br /&gt;
{{N|4|SA}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Formats]][[Category:GTA VC]]&lt;/div&gt;</summary>
		<author><name>WNeZRoS</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6712</id>
		<title>MODIFY CHAR MOVE STATE</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6712"/>
		<updated>2009-07-06T17:29:18Z</updated>

		<summary type="html">&lt;p&gt;WNeZRoS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>WNeZRoS</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6711</id>
		<title>MODIFY CHAR MOVE STATE</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6711"/>
		<updated>2009-07-06T17:28:51Z</updated>

		<summary type="html">&lt;p&gt;WNeZRoS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>WNeZRoS</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6710</id>
		<title>MODIFY CHAR MOVE STATE</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6710"/>
		<updated>2009-07-06T17:27:13Z</updated>

		<summary type="html">&lt;p&gt;WNeZRoS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>WNeZRoS</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6709</id>
		<title>MODIFY CHAR MOVE STATE</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6709"/>
		<updated>2009-07-06T17:26:51Z</updated>

		<summary type="html">&lt;p&gt;WNeZRoS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Myriad Islands''' is a community map project that is planned to [[total conversion|totally convert]] the entire map of [[San Andreas]] into a user-made paradise. It has entirely new land, some new cars and weapons, a completely fresh new [[mission script]], and much more.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The project was first started by [[User:illspirit|illspirit]] in 2003 for [[Vice City]]. The entire map of Vice City was replaced by two islands. People were allowed to request sections of land to build buildings on them. After a few years, two more islands were created north of this. When San Andreas for PC was released, the map from Vice City was converted to San Andreas. In 2006, another project similar to this called [[Grand Tani Islands]] was merged into the Myriad Islands project.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The islands are split into lots. Empty lots can be requested by players so they can model their own buildings on it. There are certain limits on what can be built on them, but the general rule is to be realistic. If lack of progress is shown, the lot can be revoked from the player. All GTA vehicles and weapons will eventually be replaced by custom models. Players can request a vehicle or weapon to replace and model a vehicle or weapon that should be better than the model that is being replaced.&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
Since the entire map is user-made, there can be some oddities that can visually look bad, as well as glitches that can crash the game on the VC engine. Most glitches should be traceable, but some are not. The islands are not entirely stable on the VC engine but the mod is very stable to play with it for hours on the SA engine.&lt;br /&gt;
&lt;br /&gt;
==XBox==&lt;br /&gt;
Some people have managed to install Myriad Islands onto the XBox, most notably [[User:Opius|Opius]]. The team does not directly support this version since it is a lot harder to mod on the XBox than on the PC.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* {{GTAF|section|98|Myriad Islands}}&lt;br /&gt;
* [http://www.myriadislands.com/ Myriad Islands official website]&lt;br /&gt;
* [irc://irc.gtanet.com/myriad Myriad Islands IRC channel]&lt;br /&gt;
&lt;br /&gt;
{{SA-navi}}&lt;br /&gt;
[[Category:Modifications]][[Category:GTA VC]][[Category:GTA SA]]&lt;/div&gt;</summary>
		<author><name>WNeZRoS</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6708</id>
		<title>MODIFY CHAR MOVE STATE</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6708"/>
		<updated>2009-07-06T17:26:31Z</updated>

		<summary type="html">&lt;p&gt;WNeZRoS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Myriad Islands''' is a community map project that is planned to [[total conversion|totally convert]] the entire map of [[San Andreas]] into a user-made paradise. It has entirely new land, some new cars and weapons, a completely fresh new [[mission script]], and much more.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The project was first started by [[User:illspirit|illspirit]] in 2003 for [[Vice City]]. The entire map of Vice City was replaced by two islands. People were allowed to request sections of land to build buildings on them. After a few years, two more islands were created north of this. When San Andreas for PC was released, the map from Vice City was converted to San Andreas. In 2006, another project similar to this called [[Grand Tani Islands]] was merged into the Myriad Islands project.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The islands are split into lots. Empty lots can be requested by players so they can model their own buildings on it. There are certain limits on what can be built on them, but the general rule is to be realistic. If lack of progress is shown, the lot can be revoked from the player. All GTA vehicles and weapons will eventually be replaced by custom models. Players can request a vehicle or weapon to replace and model a vehicle or weapon that should be better than the model that is being replaced.&lt;br /&gt;
&lt;br /&gt;
==Problems==&lt;br /&gt;
Since the entire map is user-made, there can be some oddities that can visually look bad, as well as glitches that can crash the game. Most glitches should be traceable, but some are not. The islands are not entirely stable but the mod is stable enough to play with it for hours.&lt;br /&gt;
&lt;br /&gt;
==XBox==&lt;br /&gt;
Some people have managed to install Myriad Islands onto the XBox, most notably [[User:Opius|Opius]]. The team does not directly support this version since it is a lot harder to mod on the XBox than on the PC.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* {{GTAF|section|98|Myriad Islands}}&lt;br /&gt;
* [http://www.myriadislands.com/ Myriad Islands official website]&lt;br /&gt;
* [irc://irc.gtanet.com/myriad Myriad Islands IRC channel]&lt;br /&gt;
&lt;br /&gt;
{{SA-navi}}&lt;br /&gt;
[[Category:Modifications]][[Category:GTA VC]][[Category:GTA SA]]&lt;/div&gt;</summary>
		<author><name>WNeZRoS</name></author>
		
	</entry>
	<entry>
		<id>https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6707</id>
		<title>MODIFY CHAR MOVE STATE</title>
		<link rel="alternate" type="text/html" href="https://gtamods.com/mediawiki/index.php?title=MODIFY_CHAR_MOVE_STATE&amp;diff=6707"/>
		<updated>2009-07-06T17:25:23Z</updated>

		<summary type="html">&lt;p&gt;WNeZRoS: New page: {{Native |np=2 |p1t=Integer (Ped) |p1d=Ped ID |p2t=Integer (ePedMoveState)  |p2d=Move State }}  Move stated: {{Native |p3t=2 |p3d=Walk |p4t=3 |p4d=Run |p5t=4 |p6t=Run / Fast Run }}  Change...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've updatet the Object-Flags, and added the tool I created to calculate them. Would be nice if anyone could test for some new! ;)&lt;br /&gt;
--[[User:Aschratt|Aschratt]] 14:38, 20 May 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Disposing and Adaption ==&lt;br /&gt;
&lt;br /&gt;
This article should perhaps be rewritten or at least disposed and adapted for IV. For example see [[Item_Definition#2DFX|2dfx]], [[Item_Definition#AMAT|AMAT]], [[Item_Definition#MLO|MLO]], [[Item_Definition#TREE|TREE]] or [[Item_Definition#TANM|TANM]] --[[User:Aschratt|Aschratt]] 12:37, 31 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I agree with possibly making a IV only definition page due to the IV ide running in a different structure order to the current layout  &lt;br /&gt;
--[[User:Gforce|Gforce]] 01:56 22 July 2009&lt;/div&gt;</summary>
		<author><name>WNeZRoS</name></author>
		
	</entry>
</feed>